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git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@322 e016b1c5-ed68-44aa-a2f7-31cac88cffde
This commit is contained in:
driAn
2006-08-12 10:01:35 +00:00
parent fb53f69d17
commit 6453b9a6e3
17 changed files with 198 additions and 134 deletions
+23 -17
View File
@@ -1,13 +1,16 @@
// clientgame.cpp: core game related stuff
#include "cube.h"
#define sleep my_sleep
int nextmode = 0; // nextmode becomes gamemode after next map load
VAR(gamemode, 1, 0, 0);
flaginfo flaginfos[2];
void mode(int n) { addmsg(1, 2, SV_GAMEMODE, nextmode = n); };
void mode(int n)
{
if(n==7 && clienthost) conoutf("this mode is for singleplayer only");
else addmsg(1, 2, SV_GAMEMODE, nextmode = n);
};
COMMAND(mode, ARG_1INT);
bool intermission = false;
@@ -109,6 +112,7 @@ dynent *newdynent() // create a new blank player or monster
d->inhandnade = NULL;
d->skin = d->nextskin = 0;
d->bIsBot = false;
d->pBot = NULL;
d->weaponchanging = false;
spawnstate(d);
return d;
@@ -208,13 +212,13 @@ void arenarespawn()
void checkakimbo()
{
if(player1->gunselect==GUN_PISTOL && player1->akimbo && player1->akimbomillis && !player1->weaponchanging && player1->akimbomillis<=lastmillis)
{
player1->akimbomillis = 0;
if(player1->gunselect==GUN_PISTOL) weaponswitch(GUN_PISTOL);
else player1->akimbo = false;
playsoundc(S_PUPOUT);
};
if(player1->akimbo && player1->akimbomillis && player1->akimbomillis<=lastmillis)
{
player1->akimbo = false;
player1->akimbomillis = 0;
playsoundc(S_PUPOUT);
if(player1->gunselect==GUN_PISTOL) weaponswitch(GUN_PISTOL);
}
};
void zapdynent(dynent *&d)
@@ -269,15 +273,15 @@ void mphysents()
int sleepwait = 0;
string sleepcmd;
void sleep(char *msec, char *cmd) { sleepwait = atoi(msec)+lastmillis; strcpy_s(sleepcmd, cmd); };
COMMAND(sleep, ARG_2STR);
void scriptsleep(char *msec, char *cmd) { sleepwait = atoi(msec)+lastmillis; strcpy_s(sleepcmd, cmd); };
COMMANDN(sleep, scriptsleep, ARG_2STR);
void updateworld(int millis) // main game update loop
{
if(lastmillis)
{
curtime = millis - lastmillis;
if(sleepwait && lastmillis>sleepwait) { execute(sleepcmd); sleepwait = 0; };
if(sleepwait && lastmillis>sleepwait) { sleepwait = 0; execute(sleepcmd); };
physicsframe();
checkakimbo();
checkweaponswitch();
@@ -438,7 +442,7 @@ void mousemove(int dx, int dy)
// damage arriving from the network, monsters, yourself, all ends up here.
void selfdamage(int damage, int actor, dynent *act)
{ printf("selfdmg\n");
{
if(player1->state!=CS_ALIVE || editmode || intermission) return;
damageblend(damage);
demoblend(damage);
@@ -465,7 +469,7 @@ void selfdamage(int damage, int actor, dynent *act)
// Modified by Rick
//dynent *a = getclient(actor);
dynent *a;
if (act->bIsBot) a = act;
if(act->bIsBot) a = act;
else a = getclient(actor);
// End mod
@@ -484,6 +488,7 @@ void selfdamage(int damage, int actor, dynent *act)
// EDIT: AH
if(m_ctf) ctf_death();
showscores(true);
if(scoped) togglescope();
if(act->bIsBot) addmsg(1, 2, SV_DIEDBYBOT, actor);
else addmsg(1, 2, SV_DIED, actor);
player1->lifesequence++;
@@ -494,7 +499,8 @@ void selfdamage(int damage, int actor, dynent *act)
player1->roll = 60;
playsound(S_DIE1+rnd(2));
spawnstate(player1);
player1->lastaction = lastmillis;
//player1->lastaction = lastmillis;
//fixme
}
else
{
@@ -589,10 +595,10 @@ void startmap(char *name) // called just after a map load
{
//if(netmapstart()) { gamemode = 0;}; //needs fixed to switch modes?
netmapstart(); //should work
sleepwait = 0;
//monsterclear();
// Added by Rick
//BotManager.BeginMap(name); FIXME
if(gamemode==7) BotManager.BeginMap(name);
else sleepwait = 0;
// End add by Rick
projreset();
if(m_ctf) preparectf();